Tag Archives: deferred

HDRBlendable Xbox 360 performance and dual paraboloid point light shadow optimization.

While working on dual paraboloid point light shadows, at first I used two R32 textures for the shadow maps, one map per hemisphere of the point light. Here’s a quick glimpse at what point light shadows are currently looking like … Continue reading

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Deferred lighting.

My forward rendered lighting setup almost suited my purposes, but it turned out that the limitations of the XBOX CPU limited me to far too few terrain chunks, and therefore far too few lights. To this end, I’ve been exploring … Continue reading

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